War Robots: Frontiers servers are scheduled to enter maintenance at the following time:
Maintenance Time: 23/05/2025 at 07:00 UTC
Estimated Downtime: 3 hours
The game servers will be inaccessible during this time. Keep an eye on our official social channels and Discord for further updates, and to find out when War Robots: Frontiers servers are live again.
A storm is brewin’, one that’ll shake all seven seas!
Today, we be unleashin’ the very first trailer for Curse of Pirates — a savage pirate action-roguelike where torn sails flap in cursed winds, chthonic horrors rise from the abyss, ghostly captains whisper dark bargains, and ancient treasures lure the starved souls of desperate fortune hunters!
⚓️ What awaits those brave enough to sail into uncharted waters?
Relentless waves o’ vicious foes that won’t give ye a moment to breathe (or sip that fine cold rum).
Hundreds o’ unique builds forged from wild skills and cursed powers that twist yer very style of fightin’.
Epic sea campaigns, brutal bosses, monstrous lairs, and the haunted graveyards of long-lost ships.
A true pirate’s life, through and through!
Dream of becomin’ the King of Pirates, claimin’ every cursed treasure the world’s got to offer, and carvin’ yer name into legend?
Then don’t be lingerin’, ye landlubber!
🦜 Add Curse of Pirates to yer wishlist, follow us on Steam, and don’t miss yer chance to join the playtests or try the demo before the rest of the scallywags!
Fifteen men on the dead man's chest— ...Yo-ho-ho, and a bottle of rum!
Those who skip the wishlist — shall feed the crabs!
We've teamed up with Raijin to bring you; a Speed Brawl achievement hunting contest!
Raijin will give away $2,500 worth of credits in prizes for this contest. Over 100 players will win prizes, and the top player can walk away with $1,000.
Hunt Achievements: From May 21st to May 28th, every achievement you unlock in Speed Brawl will earn you points on the leaderboard. Aim for the rarest achievements—they hold the most value and can propel you to victory!
Disclaimer: This contest is entirely handled and hosted by Raijin, not Double Stallion. Raijin and this contest might not be available in all regions.
If you haven’t jumped in yet, now’s the perfect time to explore our post-apocalyptic world! Thank you for your support and welcome to everyone discovering ReSetna through the showcase!
I wanted to give you all a little update that the game has been tested on Steam Deck, and it works quite nicely! There are actually a couple of reviews from people who have played the game exclusively on there as well, which makes me happy.
A goal for the game now is to be officially Steam Deck Verified for the full launch, or hopefully just right afterwards. If you can help, please click on the "Learn More" button the game's page so that Steam can see people are interested.
Looks pretty good!
In other news, the demo has just reached an Overwhelmingly Positive rating with 97% of you recommending the game. So thank you tons for the 500+ reviews, it really means the world.
Thanks again for playing, hanging out in the forums and in the Discord. Hopefully there's more news to share soon :)
Patch 0.9.0f7 addresses some issues with pathfinding and world generation that required some significant changes to how these systems work. Therefore we have chosen to release the patch on the experimental branch before bringing it to the main branch. If you encounter any issues while playing, please let us know through the in-game bug reporting tool that can be found in the Pause Menu.
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This patch is still in development and can be tested on the experimental branch to give feedback.
This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game:
Open Steam Library
Right click Flotsam
Select Properties
Go to tab 'Betas' at the top
Select 'Experimental' in the drop-down
0.9.0f7 - Experimental
Fixes
Reworked pathfinding to be multi threaded, this should reduce lag when pathing queries take a long time to complete.
Drifters now follow their paths more smoothly
The noticeable lag when spawning the next world tile has been reduced
Fixed issue where the energy grid could be broken when loading a saved game
Fixed some issues with deconstructing fields/parks that have walkways attached to them.
Small update to fix a lategame softlock, and finish polishing some gamepad related stuff.
- BUG: Button on the final animation does not work - Gamepad dpad works on levels - Changed buttons for going to previous and next level - Changed behavior and availability of the main menu exit button depending on platform